well like ya know this is like another blog for grades. our game is pretty much finished but theres a few things wrong with it, like how in level 3 when pichu gets hit by waterbomb 3, he dies immediately, instead of after the 2nd shot. which is a pain in the arse and practically impossible to complete the level... arrrgghhhn *runs around ripping hair out*
solution:
for waterbomb3 object
collision event with pickunormal
action: change to splash In copying the code over you forgot to change waterbomb2 to waterbomb3in the change to splash action
-BK June21
anyway, theres also the problem of when you click find out to find out the answer you have to click it several times. bells gone, more detail next lesson. tooldes hokkien noddles.
solution:
On control3 you have copied the code from RoomStart to an Alarm Event but you forgot to delete the code in RoomStart - so it is running twice and so you have to click twice
-BK June21
wendy peppercorn signing out!.!>1>!>!>difjhkdls
more 20.06.06
we wrote out a game information for our game making game. it is radmadical. we're not going to type it up in here because i really can't be CENSORED. but its good and explains everything. we will upload a copy of our new version shortly and you can view the game information there. fo'shizzle.
suppp homie gs. fo'shizzle. well i've fixed the codes below. by doing this:
LEVEL 1:
game start > set alarm 0 to 1; execute a piece of code
global.pokemaths=show_message_ext('questions', 'find out', 'answer', '')
if global.pokemaths=1 exit
if globa.pokemaths=2 ans=get_integer('question', 'type ans here')
if ans==2
{
show_message('congrats msg');
}
else
{
show_message('bad luck');
}
alarm 0 > execute a piece of code
the above code except this part:
else
{
show_message('bad luck');
alarm[0]=1;
}
they're practically the same with level 2 & 3, except instead of "game start" they're under "room start".
tchyeahhh.. fo'shizzle.
by dora the explorerrrrrrr... shiznitt
more 19.06.06
dudes wassssssup. haha. well i've wrote out whats wrong with our game. well, actually theres quite a lot of thats wrong with it, ie: the concept of pokemon throwing water balloons at one another, but anyway, the coding that is wrong with it is below (Mr Kerr heeeeeeeeeeeeeeelp!)
Level 1
game start > execute a piece of code
global.pokemaths=show_message_ext('question,' 'find out', 'answer', '')
if global.pokemaths=1 room_goto(0) <-- works in level 1.
if global.pokemaths=2 ans=get_integer('questions', 'type ans here') <-- works, but it doesn't matter what yours answer is and it is supposed to be 2.
if ans==2
{
show_message('congrats message');
}
ans=99
dora the explorerrrr signnning outttt yeeeeeeeeeeeeeeew!!!!
19.06.06
Well our game is CENSORED because one of the codes to find out the answer of our educational game isnt working. More later.
16.06.06
Whooot Im back to wiki again. Wendy here to update you on all the fun things we have been doing. Ok here's all the coding for level three.
Information about object: control3
Sprite: <no sprite>
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
set variable ans to 99
set variable koffing.hits to 0
set variable pichunormal.hits to 0
set variable pikanormal.hits to 0
set the number of lives to 10
Step Event:
execute code:
if koffing.hits==5
ans=get_integer('You did it! So can you tell me? If Pikachu and Pichu have 20 waterbombs shared between them equally and Pikachu throws 5 at Koffing, how many does he have left?', '???')
if ans==5
{
show_message('Congratulations! You are on to the next level!');
room_goto(level4);
}
Once again I shall notify you all when any new changes are applied.
Wendy Peppercorn
14.06.06
Hey dudes..howz it goin? YEs here's some more gheeeeey coding for you to dream about....THE WIKI EXISTS ONLY IN YOUR WILDEST FANTASIES
Other Event: Room Start:
display message: If Pikachu and Pichu have 20 waterbombs shared between them equally and Pikachu throws 5 at Koffing, how many does he have left?
Other Event: No More Lives:
If lives are equal to 0
display message: TRY AGAIN YOWSA
restart the current room with transition effect <no effect>
Draw Event:
at position (16,16) draw the number of lives with caption Waterbombs =
at position (16,32) draw text: 'Koffing hits = ' +string(koffing.hits)
at position (16,48) draw text: 'Pichu hits = ' +string(pichunormal.hits)
at position (16,64) draw text: 'Pikachu hits = ' +string(pikanormal.hits)
We have also opened up a new pages dedicated to screenshots. Just click on the Screenshots link in the navigation.
For now we are fixing a few glitches in the game, hopefully next week we will have more to report and have more of our game done...or finishing it..
wendy signing off
7.06.06
YAAAAAAAAAAAAAAAAY another fun filled blog for you knowledge hungry fiends. Oh sorry i mean WIKI.
yes anyways carrying on from doras brief yet brilliant wiki entry I HAVE uploaded the new game version. It truly is great.
And I shall now give you the codes for how we did the second level, fixed the direction problem in the first level, and started the third level AND hopefully an explanation on them too.
Create Event:
set variable der to 0 // for all the key press events we set the "der" variable to the direction ie: left is set to 180; up - 90; right - 0; down - 270.
ok all we had time for was showing you how we fixed the direction problem in the first level. more next lesson.
by wendy peppercorn
6.6.6
oooh look at the date. but thats besides the point. only a quick update today because wendy was lazy and didnt update during the lesson.... but she did upload a game... WHAT? YOU DIDNT UPLOAD THE GAME? omg... well we fixed some bugs in the first level by adding a variable [you know what im talking about mr kerr so dont make me elaborate] and we finished off level 2 and merged level 3 to the game.yeah bells gone
by dora the explorer
2.06.05
well right now we are finishing the second level of our game, and starting the third level.
in the third level so far we have made koffing run around the room randomly and throw waterbombs and explode when they hit the wall or another object.
This is how we made koffing run around the room randomly and throw waterbombs:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
create instance of object waterbomb3 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(60)
set Alarm 0 to 1+random(60)
Alarm Event for alarm 1:
create instance of object waterbomb3 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
This is how we made the waterbombs explode with a splash when it hits an object:
Collision Event with object level3_wall:
bounce not precisely against solid objects
Collision Event with object level3_wall2:
bounce not precisely against solid objects
Collision Event with object level3_wall:
start moving in directions 000010000 with speed set to 0
change the instance into object splash1, not performing events
Collision Event with object level3_wall2:
start moving in directions 000010000 with speed set to 0
change the instance into object splash1, not performing events
This is how we made the animation of the splash end:
Other Event: Animation End:
destroy the instance
Posted by Sailor Moon.
30.05.06
Yo Wendy Peppercorn here again...surprisingly. Anyways here is the latest update of our FANTASTIC game...yeah thats right.
Ok so so far we have Mew-two and Pichu having little fits on the spot right. Well the newest edition to our game is having Pikachu in it. Pikachu acts as Pichus older brother and has to protect him (when you control pikachu pichu is always following automatically behind him). So by controlling Pikachu you control Pichu and also when Pikachu gets hit by a enemy waterbomb he goes into a momentary fit. Also like the previous level Pikachu can throw waterbombs except this time he has a limit of 10.
The opening Question to level two is- Ok new level, new objective and new question to discover the answer of...Can you tell me if Pikachu has 10 waterbombs and throws throws 6 at his arch-nemesis, Mew-two, how many does he have left? Remember you have to protect Pikachus little brother in this level Pichu.
Now enough of my simple language I'll now give you the technical explanation of how we achieved such things.
Ok here is the techincal explanation for how we got Pikachu to basically do everything he does in the level like, Moving all directions, throwing waterbombs, having fits on the spot....all the fun stuff-
Alarm Event for alarm 0:
set the sprite to pikanormal with subimage 0 and speed 1
Collision Event with object waterbomb2:
set the sprite to pikaspastic with subimage 0 and speed 1
set Alarm 0 to 30
Other Event: Outside Room:
wrap in both directions when an instance moves outside the room
Key Press Event for <Space> Key:
create instance of object waterbomb1 at relative position (0,0) with speed 10 in direction direction
Key Press Event for <Left> Key:
set the sprite to pikarunleft with subimage 0 and speed 7
start moving in directions 000100000 with speed set to 7
Key Press Event for <Up> Key:
set the sprite to pikarunup with subimage 0 and speed 5
start moving in directions 000000010 with speed set to 7
Key Press Event for <Right> Key:
set the sprite to pikarunright with subimage 0 and speed 7
start moving in directions 000001000 with speed set to 7
Key Press Event for <Down> Key:
set the sprite to pikarundown with subimage 0 and speed 5
start moving in directions 010000000 with speed set to 7
Key Release Event for <Left> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Key Release Event for <Up> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Key Release Event for <Right> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Key Release Event for <Down> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Anyways Im going to explain to you folk how we made Pichu follow Pikachu now. Well basically its very, very simple even i understand it, we pretty much just programmed Pikachu and Pichu to move left, right, up, down on the same keys. AHA ingenious hey.
Ok while im here and doing some work i may as well tell you how we got outr opening question to appear and linked the first level to the second and such.
Create Event:
set the number of lives to 10
Other Event: Room Start:
display message: Ok, new level, new objective, and question to discover the answer of... Can you tell me, if Pikachu has 10 waterbombs, and throws 6 at his arch-nemesis, Mew-Two, how many does he have left? Remember, you have to protect Pikachu's little brother, Pichu in this level.
Other Event: No More Lives:
If lives are equal to 0
display message: TRY AGAIN YOWSA
restart the current room with transition effect <no effect>
Draw Event:
at position (16,16) draw the number of lives with caption waterbombs =
Wow real interesting hey.
Well anyways sadly I have nothing more really to write about, concerning our game anyways.
I shall keep you folk updated throughout this double.
[Wendy.Peppercorn]
24.05.06
As wendy.peppercorn stated before about adding more things into our game, well this is how we did it.
This is how we made Mew-two throw waterbombs:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
create instance of object waterbomb2 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(360)
set Alarm 0 to 1+random(60)
Alarm Event for alarm 1:
create instance of object waterbomb2 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
Other Event: Outside Room:
wrap in both directions when an instance moves outside the room
This is how we made pichu run left right up and down, and how we made pichu have a fit when he gets hit with a waterbomb:
Alarm Event for alarm 0:
set the sprite to pichunormal with subimage 0 and speed 1
Collision Event with object waterbomb2:
for all waterbomb2: start moving in directions 000010000 with speed set to 0
for all waterbomb2: change the instance into object splash1, yes performing events
set the sprite to pichuspastic with subimage -1 and speed 1
set Alarm 0 to 30
Key Press Event for <Left> Key:
start moving in directions 000100000 with speed set to 7
set the sprite to pichu left with subimage 0 and speed 1
Key Press Event for <Up> Key:
start moving in directions 000000010 with speed set to 7
set the sprite to pichu up with subimage 0 and speed 7
Key Press Event for <Right> Key:
start moving in directions 000001000 with speed set to 7
set the sprite to pichu right with subimage 0 and speed 1
Key Press Event for <Down> Key:
start moving in directions 010000000 with speed set to 7
set the sprite to pichu down with subimage 0 and speed 7
Key Release Event for <Left> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
Key Release Event for <Up> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
Key Release Event for <Right> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
Key Release Event for <Down> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
This is how we made pichu go back to normal after he has had his fit:
(this was done on the pichuspastic object not on the pichunormal object like above)
Other Event: Animation End:
change the instance into object pichunormal, not performing events
This is how we made the waterbombs aim at pichu:
(this was done on the waterbomb object)
Create Event:
start moving in the direction of position ((pichunormal).x,(pichunormal).y) with speed 5
This is how we made the waterbomb turn into a splash when it hits an object:
(this is done on the splash object)
Other Event: Animation End:
destroy the instance
Posted by Sailor Moon
23.05.06
Ok we have added a little more onto our game in the past few days. Firstly we have finally finished the first level YAY and are moving onto the second level. So far we have linked the second room to the first and made another opening question. Meanwhile i have been creating strip sheet sprites of pichu for the game. We also made a moving Mew Two which is throwing waterbombs randomly at pichu.
Level 2 also has a new question and new objective.
"Ok, new level, new objective, if Pikachu has 10 waterbombs and throws 6 and his arch-nemesis, Mew-Two, how many does he have left? Remember, you have to protect Pikachu's little brother, Pichu, in this level."
This is the opening question for the level.
With the new level we have put a moving pichu sprite in the room with the Mew-two. We made Mew-two move around randomly while taking shots a pichu. The player controls Pichu, being able to move him up, down, right and left. When a waterbomb hits Pichu it explodes and Pichu goes into a brief fit then the game continues.
I will keep you updated as more things happen.
This is the kid you think doesnt do work...YEAH.
[wendy.peppercorn]
18.05.06
Well on our game we have finished the first level by editing some of the codes that werent working and now we are on to the second level.
17.05.06
we added another sprite Mew-Two, but it will be used for the next level in our game. Mew-Two was made to run around the room randomly.
This is how we made Mew-two run around the room randomly:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(360)
set Alarm 0 to 1+random(60)
Collision Event with object Wall:
bounce not precisely against solid objects
Posted by Sailor Moon
16.05.06
We have made some more progress in our game. We have added pop up messages and a question box.
This is how we made the pop up messages and the question box:
Other Event: Game Start:
display message: WELCOME FELLOW NOODLE FIENDS, POKEMON LUUUVERS... and non-passers of maths
execute code:
global.pokemaths=show_message_ext('If Pikachu has 5 waterbombs and throws 1 at Charmander and 2 at Bulbasaur, how many does he have left?', 'Find Out', 'Answer', '')
if global.pokemaths=0 room_goto(0)
if global.pokemaths=1 get_string('If Pikachu has 5 waterbombs and throws 1 at Charmander and 2 at Bulbasaur, how many does he have left?', '000')
Other Event: No More Lives:
If lives are equal to 0
display message: TRY AGAIN YOWSA
restart the game
Posted by Sailor Moon.
09.05.06
we have made some more progress with our game... we worked out how to make the water balloons work and we also added Bulbasaur to the game and made him run around the room randomly aswell. we also added a control to the room to keep track of the score. this how we did it:
This is how we made the water balloons work:
Collision Event with object charnormal:
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
set the number of lives relative to -1
Collision Event with object wall:
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
set the number of lives relative to -1
Collision Event with object bulbanormal:
set the number of lives relative to -1
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
Collision Event with object wall2:
set the number of lives relative to -1
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
This how we made Bulbasaur run around the room randomly:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(360)
set Alarm 0 to 1+random(60)
Collision Event with object charnormal:
bounce not precisely against solid objects
Collision Event with object wall:
bounce not precisely against solid objects
Collision Event with object wall2:
bounce not precisely against solid objects
On the Charnormal and Bulbanormal object properties, we added a collision with waterbomb and set the variable hits to 1 relative.
This is how we made the control:
Create Event:
set variable charnormal.hits to 0
set variable bulbanormal.hits to 0
Draw Event:
at position (16,16) draw text: 'charmander hits = ' +string(charnormal.hits)
at position (16,32) draw text: 'bulbasaur hits = ' +string(bulbarnoraml.hits)
Posted by Sailor Moon
05.05.06:
i've noticed that when you do equal signs on these pages with a piece of code from game maker the font goes all spastic. don't do that. substitute equals for the actual english word.
"handy tip" better get extra marks yo.
posted by dora the explorer.
03.05.06:
well so far in our game we have made pikachu run left, right, up and down. also we made charmander run around the room randomly, and we have also made water balloons.
this is how we made pikachu run left, right, up and down:
we have added 5 pikachu sprites (normal, up, down, left and right)
key press - left > change sprite into pikarunleft
start moving in a direction - direction left and speed
key release - left > start moving in a direction - square
change the instance - pikanormal
key press - right > change sprite into pikarunright
start moving in a direction - direction right and speed 3
key release - right > start moving in a direction - square
change the instance - pikanormal
key press - up > change sprite into pikarunup
start moving in a direction - direction up and speed 3
key release - up > start moving in a direction - square
change the instance - pikanormal
key press - down > change sprite into pikarundown
start moving in a direction - direction down and speed 3
key release - down > start moving in a direction - square
change the instance - pikanormal
this is how we made charmander run around the room randomly:
we added 3 charmander sprites (normal, right and left, we didnt need up and down beacuse he runs randomly)
create > set direction speed and motion direction is random(360). speed is set to 2.
set alarm0 - number of steps - 60
alarm0 > set direction speed and motion - direction is random(360). speed is et to 2
set alarm0 to 1+random(60)
step > execute a piece of code:
if (direction>-45 && direction<45)
sprite_index=charrunright
if (direction>155 && direction<225)
sprite_index=charrunleft
intersect boundary > wrap when moving outside - in both directions
this is how we made the water balloons:
edited a sprite to create a water bomb
then we edited an explosion sprite by colourising
then we added object (the water bomb sprite)
collision - with charnormal > change the sprite into splash1
on splash1 object we added event 'animation end' and put destroy the instance.
there is more to the water balloons, but thats how far we have gotten with it.
THE PSYCHADELLIC NEWS PAGE.
WHERE YOU GET UP TO DATE ON OUR NEWS. HA HA HA.21.06.06
well like ya know this is like another blog for grades. our game is pretty much finished but theres a few things wrong with it, like how in level 3 when pichu gets hit by waterbomb 3, he dies immediately, instead of after the 2nd shot. which is a pain in the arse and practically impossible to complete the level... arrrgghhhn *runs around ripping hair out*solution:
for waterbomb3 object
collision event with pickunormal
action: change to splash
In copying the code over you forgot to change waterbomb2 to waterbomb3 in the change to splash action
-BK June21
anyway, theres also the problem of when you click find out to find out the answer you have to click it several times. bells gone, more detail next lesson. tooldes hokkien noddles.
solution:
On control3 you have copied the code from RoomStart to an Alarm Event but you forgot to delete the code in RoomStart - so it is running twice and so you have to click twice
-BK June21
wendy peppercorn signing out!.!>1>!>!>difjhkdls
more 20.06.06
we wrote out a game information for our game making game. it is radmadical. we're not going to type it up in here because i really can't be CENSORED. but its good and explains everything. we will upload a copy of our new version shortly and you can view the game information there. fo'shizzle.sailorrrrrr moooooooooooooooooooooooon!!!!1 yeaahhhh duuude m'nizzle!!
20.06.06
suppp homie gs. fo'shizzle. well i've fixed the codes below. by doing this:LEVEL 1:
game start > set alarm 0 to 1; execute a piece of code
global.pokemaths=show_message_ext('questions', 'find out', 'answer', '')
if global.pokemaths=1 exit
if globa.pokemaths=2 ans=get_integer('question', 'type ans here')
if ans==2
{
show_message('congrats msg');
}
else
{
show_message('bad luck');
}
alarm 0 > execute a piece of code
the above code except this part:
else
{
show_message('bad luck');
alarm[0]=1;
}
they're practically the same with level 2 & 3, except instead of "game start" they're under "room start".
tchyeahhh.. fo'shizzle.
by dora the explorerrrrrrr... shiznitt
more 19.06.06
dudes wassssssup. haha. well i've wrote out whats wrong with our game. well, actually theres quite a lot of thats wrong with it, ie: the concept of pokemon throwing water balloons at one another, but anyway, the coding that is wrong with it is below (Mr Kerr heeeeeeeeeeeeeeelp!)Level 1
game start > execute a piece of code
global.pokemaths=show_message_ext('question,' 'find out', 'answer', '')
if global.pokemaths=1 room_goto(0) <-- works in level 1.
if global.pokemaths=2 ans=get_integer('questions', 'type ans here') <-- works, but it doesn't matter what yours answer is and it is supposed to be 2.
if ans==2
{
show_message('congrats message');
}
ans=99
dora the explorerrrr signnning outttt yeeeeeeeeeeeeeeew!!!!
19.06.06
Well our game is CENSORED because one of the codes to find out the answer of our educational game isnt working. More later.16.06.06
Whooot Im back to wiki again. Wendy here to update you on all the fun things we have been doing. Ok here's all the coding for level three.Information about object: control3
Sprite: <no sprite>
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
set variable ans to 99
set variable koffing.hits to 0
set variable pichunormal.hits to 0
set variable pikanormal.hits to 0
set the number of lives to 10
Step Event:
execute code:
if koffing.hits==5
ans=get_integer('You did it! So can you tell me? If Pikachu and Pichu have 20 waterbombs shared between them equally and Pikachu throws 5 at Koffing, how many does he have left?', '???')
if ans==5
{
show_message('Congratulations! You are on to the next level!');
room_goto(level4);
}
Once again I shall notify you all when any new changes are applied.
Wendy Peppercorn
14.06.06
Hey dudes..howz it goin? YEs here's some more gheeeeey coding for you to dream about....THE WIKI EXISTS ONLY IN YOUR WILDEST FANTASIESOther Event: Room Start:
display message: If Pikachu and Pichu have 20 waterbombs shared between them equally and Pikachu throws 5 at Koffing, how many does he have left?
Other Event: No More Lives:
If lives are equal to 0
display message: TRY AGAIN YOWSA
restart the current room with transition effect <no effect>
Draw Event:
at position (16,16) draw the number of lives with caption Waterbombs =
at position (16,32) draw text: 'Koffing hits = ' +string(koffing.hits)
at position (16,48) draw text: 'Pichu hits = ' +string(pichunormal.hits)
at position (16,64) draw text: 'Pikachu hits = ' +string(pikanormal.hits)
We have also opened up a new pages dedicated to screenshots. Just click on the Screenshots link in the navigation.
For now we are fixing a few glitches in the game, hopefully next week we will have more to report and have more of our game done...or finishing it..
wendy signing off
7.06.06
YAAAAAAAAAAAAAAAAY another fun filled blog for you knowledge hungry fiends. Oh sorry i mean WIKI.yes anyways carrying on from doras brief yet brilliant wiki entry I HAVE uploaded the new game version. It truly is great.
And I shall now give you the codes for how we did the second level, fixed the direction problem in the first level, and started the third level AND hopefully an explanation on them too.
Create Event:
set variable der to 0 // for all the key press events we set the "der" variable to the direction ie: left is set to 180; up - 90; right - 0; down - 270.
ok all we had time for was showing you how we fixed the direction problem in the first level. more next lesson.
by wendy peppercorn
6.6.6
oooh look at the date. but thats besides the point. only a quick update today because wendy was lazy and didnt update during the lesson.... but she did upload a game... WHAT? YOU DIDNT UPLOAD THE GAME? omg... well we fixed some bugs in the first level by adding a variable [you know what im talking about mr kerr so dont make me elaborate] and we finished off level 2 and merged level 3 to the game.yeah bells goneby dora the explorer
2.06.05
well right now we are finishing the second level of our game, and starting the third level.in the third level so far we have made koffing run around the room randomly and throw waterbombs and explode when they hit the wall or another object.
This is how we made koffing run around the room randomly and throw waterbombs:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
create instance of object waterbomb3 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(60)
set Alarm 0 to 1+random(60)
Alarm Event for alarm 1:
create instance of object waterbomb3 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
This is how we made the waterbombs explode with a splash when it hits an object:
Collision Event with object level3_wall:
bounce not precisely against solid objects
Collision Event with object level3_wall2:
bounce not precisely against solid objects
Collision Event with object level3_wall:
start moving in directions 000010000 with speed set to 0
change the instance into object splash1, not performing events
Collision Event with object level3_wall2:
start moving in directions 000010000 with speed set to 0
change the instance into object splash1, not performing events
This is how we made the animation of the splash end:
Other Event: Animation End:
destroy the instance
Posted by Sailor Moon.
30.05.06
Yo Wendy Peppercorn here again...surprisingly. Anyways here is the latest update of our FANTASTIC game...yeah thats right.Ok so so far we have Mew-two and Pichu having little fits on the spot right. Well the newest edition to our game is having Pikachu in it. Pikachu acts as Pichus older brother and has to protect him (when you control pikachu pichu is always following automatically behind him). So by controlling Pikachu you control Pichu and also when Pikachu gets hit by a enemy waterbomb he goes into a momentary fit. Also like the previous level Pikachu can throw waterbombs except this time he has a limit of 10.
The opening Question to level two is- Ok new level, new objective and new question to discover the answer of...Can you tell me if Pikachu has 10 waterbombs and throws throws 6 at his arch-nemesis, Mew-two, how many does he have left? Remember you have to protect Pikachus little brother in this level Pichu.
Now enough of my simple language I'll now give you the technical explanation of how we achieved such things.
Ok here is the techincal explanation for how we got Pikachu to basically do everything he does in the level like, Moving all directions, throwing waterbombs, having fits on the spot....all the fun stuff-
Alarm Event for alarm 0:
set the sprite to pikanormal with subimage 0 and speed 1
Collision Event with object waterbomb2:
set the sprite to pikaspastic with subimage 0 and speed 1
set Alarm 0 to 30
Other Event: Outside Room:
wrap in both directions when an instance moves outside the room
Key Press Event for <Space> Key:
create instance of object waterbomb1 at relative position (0,0) with speed 10 in direction direction
Key Press Event for <Left> Key:
set the sprite to pikarunleft with subimage 0 and speed 7
start moving in directions 000100000 with speed set to 7
Key Press Event for <Up> Key:
set the sprite to pikarunup with subimage 0 and speed 5
start moving in directions 000000010 with speed set to 7
Key Press Event for <Right> Key:
set the sprite to pikarunright with subimage 0 and speed 7
start moving in directions 000001000 with speed set to 7
Key Press Event for <Down> Key:
set the sprite to pikarundown with subimage 0 and speed 5
start moving in directions 010000000 with speed set to 7
Key Release Event for <Left> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Key Release Event for <Up> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Key Release Event for <Right> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Key Release Event for <Down> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pikanormal, not performing events
Anyways Im going to explain to you folk how we made Pichu follow Pikachu now. Well basically its very, very simple even i understand it, we pretty much just programmed Pikachu and Pichu to move left, right, up, down on the same keys. AHA ingenious hey.
Ok while im here and doing some work i may as well tell you how we got outr opening question to appear and linked the first level to the second and such.
Create Event:
set the number of lives to 10
Other Event: Room Start:
display message: Ok, new level, new objective, and question to discover the answer of... Can you tell me, if Pikachu has 10 waterbombs, and throws 6 at his arch-nemesis, Mew-Two, how many does he have left? Remember, you have to protect Pikachu's little brother, Pichu in this level.
Other Event: No More Lives:
If lives are equal to 0
display message: TRY AGAIN YOWSA
restart the current room with transition effect <no effect>
Draw Event:
at position (16,16) draw the number of lives with caption waterbombs =
Wow real interesting hey.
Well anyways sadly I have nothing more really to write about, concerning our game anyways.
I shall keep you folk updated throughout this double.
[Wendy.Peppercorn]
24.05.06
As wendy.peppercorn stated before about adding more things into our game, well this is how we did it.This is how we made Mew-two throw waterbombs:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
create instance of object waterbomb2 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(360)
set Alarm 0 to 1+random(60)
Alarm Event for alarm 1:
create instance of object waterbomb2 at relative position (0,0) with speed 10 in direction direction
set Alarm 1 to 60
Other Event: Outside Room:
wrap in both directions when an instance moves outside the room
This is how we made pichu run left right up and down, and how we made pichu have a fit when he gets hit with a waterbomb:
Alarm Event for alarm 0:
set the sprite to pichunormal with subimage 0 and speed 1
Collision Event with object waterbomb2:
for all waterbomb2: start moving in directions 000010000 with speed set to 0
for all waterbomb2: change the instance into object splash1, yes performing events
set the sprite to pichuspastic with subimage -1 and speed 1
set Alarm 0 to 30
Key Press Event for <Left> Key:
start moving in directions 000100000 with speed set to 7
set the sprite to pichu left with subimage 0 and speed 1
Key Press Event for <Up> Key:
start moving in directions 000000010 with speed set to 7
set the sprite to pichu up with subimage 0 and speed 7
Key Press Event for <Right> Key:
start moving in directions 000001000 with speed set to 7
set the sprite to pichu right with subimage 0 and speed 1
Key Press Event for <Down> Key:
start moving in directions 010000000 with speed set to 7
set the sprite to pichu down with subimage 0 and speed 7
Key Release Event for <Left> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
Key Release Event for <Up> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
Key Release Event for <Right> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
Key Release Event for <Down> Key:
start moving in directions 000010000 with speed set to 0
change the instance into object pichunormal, not performing events
This is how we made pichu go back to normal after he has had his fit:
(this was done on the pichuspastic object not on the pichunormal object like above)
Other Event: Animation End:
change the instance into object pichunormal, not performing events
This is how we made the waterbombs aim at pichu:
(this was done on the waterbomb object)
Create Event:
start moving in the direction of position ((pichunormal).x,(pichunormal).y) with speed 5
This is how we made the waterbomb turn into a splash when it hits an object:
(this is done on the splash object)
Other Event: Animation End:
destroy the instance
Posted by Sailor Moon
23.05.06
Ok we have added a little more onto our game in the past few days. Firstly we have finally finished the first level YAY and are moving onto the second level. So far we have linked the second room to the first and made another opening question. Meanwhile i have been creating strip sheet sprites of pichu for the game. We also made a moving Mew Two which is throwing waterbombs randomly at pichu.Level 2 also has a new question and new objective.
"Ok, new level, new objective, if Pikachu has 10 waterbombs and throws 6 and his arch-nemesis, Mew-Two, how many does he have left? Remember, you have to protect Pikachu's little brother, Pichu, in this level."
This is the opening question for the level.
With the new level we have put a moving pichu sprite in the room with the Mew-two. We made Mew-two move around randomly while taking shots a pichu. The player controls Pichu, being able to move him up, down, right and left. When a waterbomb hits Pichu it explodes and Pichu goes into a brief fit then the game continues.
I will keep you updated as more things happen.
This is the kid you think doesnt do work...YEAH.
[wendy.peppercorn]
18.05.06
Well on our game we have finished the first level by editing some of the codes that werent working and now we are on to the second level.17.05.06
we added another sprite Mew-Two, but it will be used for the next level in our game. Mew-Two was made to run around the room randomly.This is how we made Mew-two run around the room randomly:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(360)
set Alarm 0 to 1+random(60)
Collision Event with object Wall:
bounce not precisely against solid objects
Posted by Sailor Moon
16.05.06
We have made some more progress in our game. We have added pop up messages and a question box.This is how we made the pop up messages and the question box:
Other Event: Game Start:
display message: WELCOME FELLOW NOODLE FIENDS, POKEMON LUUUVERS... and non-passers of maths
execute code:
global.pokemaths=show_message_ext('If Pikachu has 5 waterbombs and throws 1 at Charmander and 2 at Bulbasaur, how many does he have left?', 'Find Out', 'Answer', '')
if global.pokemaths=0 room_goto(0)
if global.pokemaths=1 get_string('If Pikachu has 5 waterbombs and throws 1 at Charmander and 2 at Bulbasaur, how many does he have left?', '000')
Other Event: No More Lives:
If lives are equal to 0
display message: TRY AGAIN YOWSA
restart the game
Posted by Sailor Moon.
09.05.06
we have made some more progress with our game... we worked out how to make the water balloons work and we also added Bulbasaur to the game and made him run around the room randomly aswell. we also added a control to the room to keep track of the score. this how we did it:This is how we made the water balloons work:
Collision Event with object charnormal:
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
set the number of lives relative to -1
Collision Event with object wall:
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
set the number of lives relative to -1
Collision Event with object bulbanormal:
set the number of lives relative to -1
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
Collision Event with object wall2:
set the number of lives relative to -1
start moving in directions "square" with speed set to 0
change the instance into object splash1, not performing events
This how we made Bulbasaur run around the room randomly:
Create Event:
set speed to 2 and direction to random(360)
set Alarm 0 to 60
Alarm Event for alarm 0:
set speed to 2 and direction to random(360)
set Alarm 0 to 1+random(60)
Collision Event with object charnormal:
bounce not precisely against solid objects
Collision Event with object wall:
bounce not precisely against solid objects
Collision Event with object wall2:
bounce not precisely against solid objects
On the Charnormal and Bulbanormal object properties, we added a collision with waterbomb and set the variable hits to 1 relative.
This is how we made the control:
Create Event:
set variable charnormal.hits to 0
set variable bulbanormal.hits to 0
Draw Event:
at position (16,16) draw text: 'charmander hits = ' +string(charnormal.hits)
at position (16,32) draw text: 'bulbasaur hits = ' +string(bulbarnoraml.hits)
Posted by Sailor Moon
05.05.06:
i've noticed that when you do equal signs on these pages with a piece of code from game maker the font goes all spastic. don't do that. substitute equals for the actual english word."handy tip" better get extra marks yo.
posted by dora the explorer.
03.05.06:
well so far in our game we have made pikachu run left, right, up and down. also we made charmander run around the room randomly, and we have also made water balloons.this is how we made pikachu run left, right, up and down:
we have added 5 pikachu sprites (normal, up, down, left and right)
key press - left > change sprite into pikarunleft
start moving in a direction - direction left and speed
key release - left > start moving in a direction - square
change the instance - pikanormal
key press - right > change sprite into pikarunright
start moving in a direction - direction right and speed 3
key release - right > start moving in a direction - square
change the instance - pikanormal
key press - up > change sprite into pikarunup
start moving in a direction - direction up and speed 3
key release - up > start moving in a direction - square
change the instance - pikanormal
key press - down > change sprite into pikarundown
start moving in a direction - direction down and speed 3
key release - down > start moving in a direction - square
change the instance - pikanormal
this is how we made charmander run around the room randomly:
we added 3 charmander sprites (normal, right and left, we didnt need up and down beacuse he runs randomly)
create > set direction speed and motion direction is random(360). speed is set to 2.
set alarm0 - number of steps - 60
alarm0 > set direction speed and motion - direction is random(360). speed is et to 2
set alarm0 to 1+random(60)
step > execute a piece of code:
if (direction>-45 && direction<45)
sprite_index=charrunright
if (direction>155 && direction<225)
sprite_index=charrunleft
intersect boundary > wrap when moving outside - in both directions
this is how we made the water balloons:
edited a sprite to create a water bomb
then we edited an explosion sprite by colourising
then we added object (the water bomb sprite)
collision - with charnormal > change the sprite into splash1
on splash1 object we added event 'animation end' and put destroy the instance.
there is more to the water balloons, but thats how far we have gotten with it.
POSTED BY SAILOR MOON